diff --git a/src/graphics/BlocksRenderer.cpp b/src/graphics/BlocksRenderer.cpp index 105d4c91..ae064844 100644 --- a/src/graphics/BlocksRenderer.cpp +++ b/src/graphics/BlocksRenderer.cpp @@ -116,47 +116,10 @@ void BlocksRenderer::vertex(const vec3& coord, vertex(coord, u, v, light * tint); } -void BlocksRenderer::vertex(const vec3& coord, - float u, float v, - const vec4& tint, - const ivec3& axisX, - const ivec3& axisY, - const ivec3& axisZ) { - vec4 light = pickSoftLight(ivec3(coord.x, coord.y, coord.z)+axisZ, axisX, axisY); - vertex(coord, u, v, light * tint); -} - void BlocksRenderer::face(const vec3& coord, const vec3& X, const vec3& Y, const vec3& Z, - const UVRegion& region) { - if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { - overflow = true; - return; - } - - float d = glm::dot(Z, SUN_VECTOR); - d = 0.7f + d * 0.3f; - - vec4 tint(d); - - float s = 0.5f; - vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z); - vertex(coord + (X - Y + Z) * s, region.u2, region.v1, tint, X, Y, Z); - vertex(coord + (X + Y + Z) * s, region.u2, region.v2, tint, X, Y, Z); - vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, X, Y, Z); - index(0, 1, 2, 0, 2, 3); -} - -void BlocksRenderer::face(const vec3& coord, - const ivec3& axisX, - const ivec3& axisY, - const ivec3& axisZ, - const ivec3& laxisZ, - float width, - float height, - float depth, const UVRegion& region, bool lights) { if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) { @@ -164,53 +127,26 @@ void BlocksRenderer::face(const vec3& coord, return; } - const vec3 X(axisX); - const vec3 Y(axisY); - const vec3 Z(axisZ); - + float s = 0.5f; if (lights) { float d = glm::dot(Z, SUN_VECTOR); - d = 0.75f + d * 0.25f; + d = 0.7f + d * 0.3f; + vec4 tint(d); - - vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ); - vertex(coord + Z*depth + X*width, region.u2, region.v1, tint, axisX, axisY, laxisZ); - vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, tint, axisX, axisY, laxisZ); - vertex(coord + Z*depth + Y*height, region.u1, region.v2, tint, axisX, axisY, laxisZ); + vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z); + vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, X, Y, Z); + vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, X, Y, Z); + vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, X, Y, Z); } else { - vertex(coord + Z*depth, region.u1, region.v1, vec4(1.0f)); - vertex(coord + Z*depth + X*width, region.u2, region.v1, vec4(1.0f)); - vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, vec4(1.0f)); - vertex(coord + Z*depth + Y*height, region.u1, region.v2, vec4(1.0f)); + vec4 tint(1.0f); + vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint); + vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint); + vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint); + vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint); } index(0, 1, 2, 0, 2, 3); } -void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], ubyte group) { - vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) }; - vec3 coord(x, y, z); - if (isOpen(x, y, z + 1, group)) { - face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), texfaces[5], lights, vec4(1.0f)); - } - if (isOpen(x, y, z - 1, group)) { - face(coord, 1, 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, 0, -1), texfaces[4], lights, vec4(1.0f)); - } - - if (isOpen(x, y + 1, z, group)) { - face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), vec3(0, 1, 0), texfaces[3], lights, vec4(1.0f)); - } - - if (isOpen(x, y - 1, z, group)) { - face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0), texfaces[2], lights, vec4(1.0f)); - } - - if (isOpen(x - 1, y, z, group)) { - face(coord, 1, 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), vec3(-1, 0, 0), texfaces[0], lights, vec4(1.0f)); - } - if (isOpen(x + 1, y, z, group)) { - face(coord, 1, 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), vec3(1, 0, 0), texfaces[1], lights, vec4(1.0f)); - } -} void BlocksRenderer::blockXSprite(int x, int y, int z, const vec3& size, @@ -271,21 +207,22 @@ void BlocksRenderer::blockAABB(const ivec3& icoord, coord = vec3(icoord) - vec3(0.5f) + hitbox.center(); - face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5]); // north - face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4]); // south + face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north + face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south - face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3]); // top - face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2]); // bottom + face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top + face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom - face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1]); // west - face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0]); // east + face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west + face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east } /* Fastest solid shaded blocks render method */ -void BlocksRenderer::blockCubeShaded(int x, int y, int z, +void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], const Block* block, - ubyte states) { + ubyte states, + bool lights) { ubyte group = block->drawGroup; vec3 X(1, 0, 0); @@ -301,22 +238,22 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z, } if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) { - face(coord, X, Y, Z, texfaces[5]); + face(coord, X, Y, Z, texfaces[5], lights); } if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) { - face(coord, -X, Y, -Z, texfaces[4]); + face(coord, -X, Y, -Z, texfaces[4], lights); } if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) { - face(coord, X, -Z, Y, texfaces[3]); + face(coord, X, -Z, Y, texfaces[3], lights); } if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) { - face(coord, X, Z, -Y, texfaces[2]); + face(coord, X, Z, -Y, texfaces[2], lights); } if (isOpen(x+X.x, y+X.y, z+X.z, group)) { - face(coord, -Z, Y, X, texfaces[1]); + face(coord, -Z, Y, X, texfaces[1], lights); } if (isOpen(x-X.x, y-X.y, z-X.z, group)) { - face(coord, Z, Y, -X, texfaces[0]); + face(coord, Z, Y, -X, texfaces[0], lights); } } @@ -403,12 +340,7 @@ void BlocksRenderer::render(const voxel* voxels) { int z = (i / CHUNK_D) % CHUNK_W; switch (def.model) { case BlockModel::block: - if (def.rt.emissive) { - blockCube(x, y, z, texfaces, def.drawGroup); - } - else { - blockCubeShaded(x, y, z, texfaces, &def, vox.states); - } + blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive); break; case BlockModel::xsprite: { blockXSprite(x, y, z, vec3(1.0f), diff --git a/src/graphics/BlocksRenderer.h b/src/graphics/BlocksRenderer.h index 1ed45db1..23a380f0 100644 --- a/src/graphics/BlocksRenderer.h +++ b/src/graphics/BlocksRenderer.h @@ -45,13 +45,6 @@ class BlocksRenderer { const glm::vec3& axisY, const glm::vec3& axisZ); - void vertex(const glm::vec3& coord, - float u, float v, - const glm::vec4& brightness, - const glm::ivec3& axisX, - const glm::ivec3& axisY, - const glm::ivec3& axisZ); - void face(const glm::vec3& coord, float w, float h, float d, const glm::vec3& axisX, const glm::vec3& axisY, @@ -64,22 +57,10 @@ class BlocksRenderer { const glm::vec3& axisX, const glm::vec3& axisY, const glm::vec3& axisZ, - const UVRegion& region); - - void face(const glm::vec3& coord, - const glm::ivec3& axisX, - const glm::ivec3& axisY, - const glm::ivec3& axisZ, - const glm::ivec3& laxisZ, - float width, - float height, - float depth, const UVRegion& region, bool lights); - - void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group); - void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states); + void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights); void blockAABB(const glm::ivec3& coord, const UVRegion(&faces)[6], const Block* block,